Colored Letters with Colorcycle | Processing - processing

I found a program, that generates random letters in a grid and gives them a random color.
How can I have the letters cange in color or brightness while the program is running?
(sourcecode: https://happycoding.io/examples/processing/for-loops/letters)
I tried making the fill(r, g, b) have a 'r' that cycles from 1 to 255 and back while having 'g' and 'b' at 0, but I could´t get it to update the color. Im cinda new to programming so I´d love to know how I could make that happen.

First, let's change the fill method to accept RGB values:
fill(random(256),random(256),random(256));
To change the colors while the program is running, the changes must be made inside the draw() method, that will constantly loop and update the canvas. Further information about draw here I believe the following code outputs what you asked for:
int rows = 10;
int cols = 10;
int cellHeight;
int cellWidth;
void setup(){
size(500, 500);
cellHeight = height/rows;
cellWidth = width/cols;
textAlign(CENTER, CENTER);
textSize(28);
}
void draw(){
background(32);
for(int y = 0; y < rows; y++){
for(int x = 0; x < cols; x++){
//get a random ascii letter
char c = '!';
c += random(93);
//calculate cell position
int pixelX = cellWidth * x;
int pixelY = cellHeight * y;
//add half to center letters
pixelX += cellWidth/2;
pixelY += cellHeight/2;
fill(random(256),random(256),random(256));
text(c, pixelX, pixelY);
}
}
delay(100);
}

Related

How can I get the RGB/Greyscale value fro a single pixel

I'm creating a code in Processing that applies a filter to a photo by going over each pixel, extracting the RGB/Grayscale value and modifying the RGB values. The program would take the grayscale value and run it through a few if/else statements to determine how much to modify the RGB values. So far I have this for the code but I'm stumped on how to extract the RGB/Gray values of a pixel
PImage method(PImage image) {
loadPixels();
image.filter(GRAY);
for (int i = 0; i < image.width; i++) {
for (int j = 0; j < image.height; j++) {
//This part here is to store the RGB values
float R;
float G;
float B;
//Convert the RGB to Gray
float coordCol = (0.2989*R) + (0.5870*G) + (0.1140*B);
if (coordCol < 60) {
float rDark = R * 0.9;
float gDark = G * 0.9;
float bDark = B * 0.9;
} else if(60 <= coordCol && coordCol <= 190) {
float bTintBro = B * 0.7;
} else {
float bTintYel = B * 0.9;
}
}
}
return image; // change this to return a new PImage object
}
I've tried many methods, get(), pixel[], filter(GRAY), etc but so far I still can't get the RGB values for a pixel
It's a question many will ask themselves because processing encodes it's colors in a non-intuitive manner. But you're in luck, because they totally know about it being that way! The helpful folks that coded Processing made a couple methods that will get you exactly what you want. Here's the documentation for the one to get the R value, you should be able to track the others from there.
Also, here's a short proof of concept demonstrating how to get the ARGB values from your sketch:
int rr, gg, bb, aa;
PImage bg;
void setup() {
size(600, 400);
// now setting up random colors for a test background
bg = createImage(width, height, RGB);
bg.loadPixels();
for (int i=0; i<width*height; i++) {
bg.pixels[i] = color(random(200), random(200), random(200), random(200));
}
updatePixels();
}
void draw() {
background(bg);
// giving visual feedback
fill(255);
textSize(15);
text("R: " + rr, 10, 20);
text("G: " + gg, 10, 40);
text("B: " + bb, 10, 60);
text("A: " + aa, 10, 80);
}
// THIS IS WHERE THE INFO YOU WANT IS
void mouseClicked() {
loadPixels();
int index = mouseX*mouseY;
rr = (int)red(pixels[index]);
gg = (int)green(pixels[index]);
bb = (int)blue(pixels[index]);
aa = (int)alpha(pixels[index]);
}
I hope it helps. Have fun!

modification in the animation of vertical lines with processing

i have modified the code for the animation of vertical lines which was given by . In the recent code I need to change the value between the two arrays of lines which are generated by the code and also make the disappearing of lines gradual. All the lines leaving or coming should have the same spacing between them. Below is the code.
//float[] linePositions = new float[10];
ArrayList<Integer> linePositions = new ArrayList<Integer>();
int lineWidth = 50;
int lineSpacing = 25;
int lineSpeed = 1;
int totalwidth;
int pixelperframe = 0;
int arraySize = 0;
void setup() {
size(640, 360);
println("Setup");
totalwidth = lineWidth+lineSpacing;
for (int i = 0; i < width; i=i +totalwidth) {
//Float value = 0 + (lineWidth+lineSpacing)*i;
linePositions.add(i);
}
arraySize = linePositions.size();
}
Boolean drawn = false;
void draw() {
println("Draw");
background(51);
//loop through the lines
//println("before Draw ka forloop"+linePositions.size());\
pixelperframe = ((lineSpeed - 10) > 1) ? (lineSpeed-10) : 1;
for (int i = 0; i < arraySize; i++) {
//println("Draw ka forloop");
rect(linePositions.get(i), 0, lineWidth, width);
int newPosition = linePositions.get(i) - pixelperframe ;
linePositions.set(i, newPosition);
//linePositions[i] -= lineSpeed;
//wrap the line
if ( linePositions.get(i) < 0) {
println("Wrapping the line");
linePositions.set(i, width);
// drawn = true;
}
}
//int temp = (width - linePositions.get(arraySize - 1)) - totalwidth;
//println(temp);
}
For the spacing between the lines to always be the same, you have to make sure that the total line spacing adds up to the total width of your screen. Right now each line takes up 75 pixels (50 for the line itself and 25 for the space after it), but your width is 640. That will always leave you with extra space, which will mess up your spacing after the lines start over.
So the easiest thing to do is to simply make your window a multiple of the line spacing. Let's go with 600, which is enough room for exactly 8 lines.
However, since you want your lines to slide off the screen, you actually need 9 lines, since you'll often see half of one line going off the screen while half of another line enters the screen. Draw some pictures to see exactly what I'm talking about
If I understand what you mean by making the lines "gradually" restart, you just have to restart them when their right side goes off the screen. In other words, when their x position is negative enough to be off the screen.
Putting it all together, it looks like this:
float[] linePositions = new float[9];
float lineWidth = 50;
float lineSpacing = 25;
float lineSpeed = 1;
void setup() {
size(600, 360);
for (int i = 0; i < linePositions.length; i++) {
linePositions[i] = (lineWidth+lineSpacing)*i;
}
}
void draw() {
background(51);
for (int i = 0; i < linePositions.length; i++) {
linePositions[i] -= lineSpeed;
rect(linePositions[i], 0, lineWidth, height);
if ( linePositions[i] < -(lineWidth+lineSpacing)) {
linePositions[i] = width;
}
}
}

Displaying arrays with processing?

So the code I'm writing is to output an array on the screen. The example I have been basing off my problem is here in which there are dots that are an equal distance from each other. If you're too lazy to click the link, this is the code:
float[][] distances;
float maxDistance;
int spacer;
void setup() {
size(640, 360);
maxDistance = dist(width/2, height/2, width, height);
distances = new float[width][height];
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
float distance = dist(width/2, height/2, x, y);
distances[x][y] = distance/maxDistance * 255;
}
}
spacer = 10;
noLoop(); // Run once and stop
}
void draw() {
background(0);
// This embedded loop skips over values in the arrays based on
// the spacer variable, so there are more values in the array
// than are drawn here. Change the value of the spacer variable
// to change the density of the points
for (int y = 0; y < height; y += spacer) {
for (int x = 0; x < width; x += spacer) {
stroke(distances[x][y]);
point(x + spacer/2, y + spacer/2);
}
}
}
What I have coded only returns a white window. This is that code:
float [] arrays = {1.0,2.0,3.0,4.0,5.0,6.0,7.0,8.0,9.0,10.0};;
int spacer=50;
PFont font;
int row;
int col;
void setup(){
size(640,360);
font = createFont("Arial",1);
textFont(font,50);
}
void draw(){
background(255,255,255);
for(int i = 0; i<col; i++){
for(int j=0;j<row;j++){
String myArray = nfp(arrays[i*col+j],1,2);
fill(0,0,0);
text(myArray, i+spacer/2, j+spacer/2);
}
}
}
I'm super new to processing, and stuff. Thanks ahead of time!
In your code, i don't see your col and row initializated.
You should do it in void setup()
Maybe that's the reason why you are not seeing anything on your window, because if this two variables has no value your two loops doesn't execute. In the example you provide, use width and height that are "system variables" that return the size of the window (640x360 in the example)
Also, watch out this:
float [] arrays = {1.0,2.0,3.0,4.0,5.0,6.0,7.0,8.0,9.0,10.0};; (two semicolons)

Kinect Depth Histogram in Processing

I'm trying to create a histogram displaying the distances scanned by a Kinect vs. their occurrences. I've adapted the Histogram example code to create a depth histogram, but it's currently displaying the depth at each pixel (from left to right) multiple times across the depth image width.
What I'm looking to do is reorder the depth information so that it ranges from the lowest value (that isn't 0) to the highest on the x axis, and shows their occurrences on the y. I'm using Processing, so I'm unsure if this is the right site to be posting on, but I've tried on the posting forum and not gotten any help. If anyone can show me where I'm going wrong, that'd be awesome. My current code is below, and a screenshot of my current output can be found here
import SimpleOpenNI.*;
SimpleOpenNI kinect;
void setup() {
size(1200, 580);
kinect = new SimpleOpenNI(this);
kinect.enableDepth();
}
void draw () {
kinect.update();
PImage depthImage = kinect.depthImage();
image (depthImage, 11, 0);
int[] depthValues = kinect.depthMap();
int[] hist = new int[716800];
for (int x = 11; x < depthImage.width; x++) {
for (int y = 0; y < depthImage.height; y++) {
int i = x + y * 640;
hist[i] = depthValues[i];
}
}
int histMax = max(hist);
stroke(20);
for (int i = 0; i < depthImage.width; i += 2) {
int which = int(map(i, 0, depthImage.width, 0, histMax));
int y = int(map(hist[which], 0, histMax, depthImage.height, 0));
line(i, depthImage.height, i, y);
}
}
I think you're asking two questions here.
How to get the histogram to go from 0-N:
Use Processing's sort() function to sort the array.
hist = sort(hist); // sorts your array numerically
How to get the histogram to fill the screen:
I'm not entirely sure why it's drawing twice, but I think you can clean up your code quite a bit.
// how far apart are the bars - set based on screen dimensions
int barSpacing = width / hist.length;
for (int i=0; i<hist.length; i++) {
// get value and map into usable range (note 10 not 0 for min)
int h = int(map(hist[i], 0,histMax, 10,height));
// set x position onscreen
int x = i * barSpacing;
// draw the bar
line(x,height, x,height-h);
}

Pixel reordering is wrong when trying to process and display image copy with lower res

I'm currently making an application using processing intended to take an image and apply 8bit style processing to it: that is to make it look pixelated. To do this it has a method that take a style and window size as parameters (style is the shape in which the window is to be displayed - rect, ellipse, cross etc, and window size is a number between 1-10 squared) - to produce results similar to the iphone app pxl ( http://itunes.apple.com/us/app/pxl./id499620829?mt=8 ). This method then counts through the image's pixels, window by window averages the colour of the window and displays a rect(or which every shape/style chosen) at the equivalent space on the other side of the sketch window (the sketch when run is supposed to display the original image on the left mirror it with the processed version on the right).
The problem Im having is when drawing the averaged colour rects, the order in which they display becomes skewed..
Although the results are rather amusing, they are not what I want. Here the code:
//=========================================================
// GLOBAL VARIABLES
//=========================================================
PImage img;
public int avR, avG, avB;
private final int BLOCKS = 0, DOTS = 1, VERTICAL_CROSSES = 2, HORIZONTAL_CROSSES = 3;
public sRGB styleColour;
//=========================================================
// METHODS FOR AVERAGING WINDOW COLOURS, CREATING AN
// 8 BIT REPRESENTATION OF THE IMAGE AND LOADING AN
// IMAGE
//=========================================================
public sRGB averageWindowColour(color [] c){
// RGB Variables
float r = 0;
float g = 0;
float b = 0;
// Iterator
int i = 0;
int sizeOfWindow = c.length;
// Count through the window's pixels, store the
// red, green and blue values in the RGB variables
// and sum them into the average variables
for(i = 0; i < c.length; i++){
r = red (c[i]);
g = green(c[i]);
b = blue (c[i]);
avR += r;
avG += g;
avB += b;
}
// Divide the sum of the red, green and blue
// values by the number of pixels in the window
// to obtain the average
avR = avR / sizeOfWindow;
avG = avG / sizeOfWindow;
avB = avB / sizeOfWindow;
// Return the colour
return new sRGB(avR,avG,avB);
}
public void eightBitIT(int style, int windowSize){
img.loadPixels();
for(int wx = 0; wx < img.width; wx += (sqrt(windowSize))){
for(int wy = 0; wy < img.height; wy += (sqrt(windowSize))){
color [] tempCols = new color[windowSize];
int i = 0;
for(int x = 0; x < (sqrt(windowSize)); x ++){
for(int y = 0; y < (sqrt(windowSize)); y ++){
int loc = (wx+x) + (y+wy)*(img.width-windowSize);
tempCols[i] = img.pixels[loc];
// println("Window loc X: "+(wx+(img.width+5))+" Window loc Y: "+(wy+5)+" Window pix X: "+x+" Window Pix Y: "+y);
i++;
}
}
//this is ment to be in a switch test (0 = rect, 1 ellipse etc)
styleColour = new sRGB(averageWindowColour(tempCols));
//println("R: "+ red(styleColour.returnColourScaled())+" G: "+green(styleColour.returnColourScaled())+" B: "+blue(styleColour.returnColourScaled()));
rectMode(CORNER);
noStroke();
fill(styleColour.returnColourScaled());
//println("Rect Loc X: "+(wx+(img.width+5))+" Y: "+(wy+5));
ellipse(wx+(img.width+5),wy+5,sqrt(windowSize),sqrt(windowSize));
}
}
}
public PImage load(String s){
PImage temp = loadImage(s);
temp.resize(600,470);
return temp;
}
void setup(){
background(0);
// Load the image and set size of screen to its size*2 + the borders
// and display the image.
img = loadImage("oscilloscope.jpg");
size(img.width*2+15,(img.height+10));
frameRate(25);
image(img,5,5);
// Draw the borders
strokeWeight(5);
stroke(255);
rectMode(CORNERS);
noFill();
rect(2.5,2.5,img.width+3,height-3);
rect(img.width+2.5,2.5,width-3,height-3);
stroke(255,0,0);
strokeWeight(1);
rect(5,5,9,9); //window example
// process the image
eightBitIT(BLOCKS, 16);
}
void draw(){
//eightBitIT(BLOCKS, 4);
//println("X: "+mouseX+" Y: "+mouseY);
}
This has been bugging me for a while now as I can't see where in my code im offsetting the coordinates so they display like this. I know its probably something very trivial but I can seem to work it out. If anyone can spot why this skewed reordering is happening i would be much obliged as i have quite a lot of other ideas i want to implement and this is holding me back...
Thanks,

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